update puppet model
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@@ -11,10 +11,12 @@ export class PuppetAnimation {
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private readonly movementDelta = new THREE.Vector3();
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private readonly idleRotationY: number;
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private idleTargetRotationY: number;
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private readonly legRestY: number;
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private hasSmoothedPosition = false;
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private wasMoving = false;
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constructor(private readonly rig: PuppetRig) {
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this.legRestY = rig.leftLeg.position.y;
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this.idleRotationY = rig.root.rotation.y;
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this.idleTargetRotationY = this.idleRotationY;
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}
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@@ -77,6 +79,7 @@ export class PuppetAnimation {
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if (Math.abs(limb.rotation.x) <= ANGLE_EPSILON) limb.rotation.x = 0;
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else active = true;
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}
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this.placeFeet();
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return active;
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}
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@@ -119,10 +122,27 @@ export class PuppetAnimation {
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}
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private animateWalkCycle(elapsedSeconds: number) {
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const swing = Math.sin(elapsedSeconds * 8) * 0.5;
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this.rig.leftLeg.rotation.x = swing * 2;
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this.rig.rightLeg.rotation.x = -swing * 2;
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this.rig.leftArm.rotation.x = -swing * 2;
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this.rig.rightArm.rotation.x = swing * 2;
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const swing = Math.sin(elapsedSeconds * 10);
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this.rig.leftLeg.rotation.x = swing * 0.45;
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this.rig.rightLeg.rotation.x = -swing * 0.45;
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this.rig.leftArm.rotation.x = -swing * 0.35;
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this.rig.rightArm.rotation.x = swing * 0.35;
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this.placeFeet();
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}
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// Lift each short leg enough to keep its broad foot from clipping the ground.
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// Recompute while settling too, so stopping restores the exact standing pose.
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private placeFeet() {
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for (const [pivot, mesh] of [
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[this.rig.leftLeg, this.rig.leftLegMesh],
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[this.rig.rightLeg, this.rig.rightLegMesh],
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] as const) {
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const angle = pivot.rotation.x;
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const { height, depth } = mesh.geometry.parameters;
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pivot.position.y = this.legRestY + Math.max(
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0,
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height * (Math.cos(angle) - 1) + depth / 2 * Math.abs(Math.sin(angle)),
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);
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}
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}
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}
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@@ -110,45 +110,48 @@ function createRig(): PuppetRig {
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root.rotation.y = CAMERA_FACING_ROTATION_Y;
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const material = new THREE.MeshStandardMaterial();
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const body = new THREE.Mesh(new THREE.BoxGeometry(16, 24, 8), material);
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body.position.y = 36;
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const body = new THREE.Mesh(createTaperedBox(18, 20, 12, 0.8), material);
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body.position.y = 26;
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const head = new THREE.Mesh(new THREE.BoxGeometry(16, 16, 16), material);
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head.position.y = 56;
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const head = new THREE.Mesh(createTaperedBox(30, 28, 24, 0.92), material);
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head.position.y = 50;
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const { pivot: leftArm, mesh: leftArmMesh } = createLimbPivot(
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-12,
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48,
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8,
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24,
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34,
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7,
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16,
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8,
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material,
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);
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const { pivot: rightArm, mesh: rightArmMesh } = createLimbPivot(
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12,
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48,
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8,
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24,
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34,
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7,
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16,
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8,
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material,
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);
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const { pivot: leftLeg, mesh: leftLegMesh } = createLimbPivot(
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-4,
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24,
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8,
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24,
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16,
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8,
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16,
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10,
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material,
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);
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const { pivot: rightLeg, mesh: rightLegMesh } = createLimbPivot(
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4,
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24,
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8,
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24,
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16,
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8,
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16,
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10,
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material,
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);
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// Splayed shoulders keep the short hands clear of the wider torso.
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leftArm.rotation.z = -0.16;
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rightArm.rotation.z = 0.16;
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root.add(body, head, leftArm, rightArm, leftLeg, rightLeg);
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return {
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@@ -178,7 +181,7 @@ function createLimbPivot(
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pivot.position.set(x, y, 0);
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const limb = new THREE.Mesh(
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new THREE.BoxGeometry(width, height, depth),
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createTaperedBox(width, height, depth, 0.85),
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material,
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);
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limb.position.y = -height / 2;
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@@ -186,3 +189,24 @@ function createLimbPivot(
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return { pivot, mesh: limb };
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}
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/** Keep BoxGeometry's six four-vertex faces so the existing skin atlas still fits.
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* The narrower upper end gives the torso shoulders and the limbs chunky ends.
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*/
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function createTaperedBox(
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width: number,
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height: number,
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depth: number,
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topScale: number,
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) {
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const geometry = new THREE.BoxGeometry(width, height, depth);
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const positions = geometry.attributes.position;
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for (let i = 0; i < positions.count; i++) {
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if (positions.getY(i) > 0) {
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positions.setX(i, positions.getX(i) * topScale);
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positions.setZ(i, positions.getZ(i) * topScale);
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}
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}
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geometry.computeVertexNormals();
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return geometry;
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}
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@@ -97,3 +97,31 @@ test('limb relaxation has the same speed at 30 and 120 FPS and finishes', () =>
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fast.dispose();
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}
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});
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test('broad feet stay above ground throughout a stride and return to rest', () => {
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const visual = new PuppetVisual('feet');
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const point = new THREE.Vector3();
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const restPositions = visual.root.children.map((part) => part.position.clone());
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try {
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for (let frame = 0; frame <= 120; frame++) {
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visual.walkInPlace(0, frame / 120 * Math.PI * 2 / 10);
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visual.root.updateMatrixWorld(true);
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visual.root.traverse((part) => {
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if (!(part instanceof THREE.Mesh)) return;
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const vertices = part.geometry.attributes.position;
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for (let i = 0; i < vertices.count; i++) {
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point.fromBufferAttribute(vertices, i).applyMatrix4(part.matrixWorld);
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assert.ok(point.y >= -1e-6, `vertex below ground: ${point.y}`);
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}
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});
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}
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visual.walkInPlace(0, 0.1);
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for (let frame = 0; frame < 120; frame++) visual.pause(1 / 60);
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assert.equal(visual.pause(0), false);
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visual.root.children.forEach((part, index) => {
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assert.deepEqual(part.position, restPositions[index]);
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});
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} finally {
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visual.dispose();
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}
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});
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